Souvenirs by BadPaul34
Easy to play : click to play.
Souvenirs is a visual novel starring a son and his mother. She's about to die, and while he.. you kissed her, something weird happened.
You're in her memories. Manage to make her happy by choosing the right memories.
Souvenirs is a visual novel starring a son and his mother. She's about to die, and while he.. you kissed her, something weird happened.
You're in her memories. Manage to make her happy by choosing the right memories.
| Web | http://www.paulvaille.com/souvenirs/ |
| Windows | http://www.paulvaille.com/souvenirs/standalone |
| Original URL | https://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=22166 |
Ratings
| Coolness | 71% | 3 |
| Overall(Jam) | 3.28 | 333 |
| Audio(Jam) | 3.51 | 168 |
| Fun(Jam) | 2.60 | 571 |
| Graphics(Jam) | 3.02 | 508 |
| Humor(Jam) | 1.90 | 603 |
| Innovation(Jam) | 3.50 | 156 |
| Mood(Jam) | 3.76 | 98 |
| Theme(Jam) | 3.59 | 155 |
It's a brave idea, but could be presented a lot better.
Also, in a game that depends heavily on written text it's a bit jarring to have spelling and grammar errors. It'd be worth getting someone else to proof-read the text for you - it can be hard to spot your own mistakes!
This is interesting, but I feel like we're often not left with any meaningful choices--and though that can be done to make a point, there was a definite goal here, not an inevitable outcome. Furthermore, each of the vignettes was simple enough that I really didn't have to think about them.
Rather than a happiness meter, you might consider shifts in atmospheric effects to cue the change in mood.
And, on a writing note: the protagonist doesn't know or understand why he holds the hand and kisses the forehead of his own dying, suffering mother? Is he a sociopath? Is he disconnected from his own emotions? The choice you made is valid, but without any other context it's hard to see it as anything other than a contradictory callousness on the part of the protagonist.
I have to tell everybody that we are french, and we had to translate the whole text. We have a bilingual version. We tried to translate the best, but it was sure that we would have errors.
As for the choices with the bowls, we had a basic idea which was much more difficult and "fun" and also had a lot of gameplay and gave the score a sense (especially how you can feel to do better). But we had a lack of time. This is Game Jam !!! ^^
Also my laptop got burning hot. This should't happen in a visual novel.
Still, nice work.
Not only that, but it looks like there are a ton of different memories & dialog options to go through. I'll definitely be giving this game a few more spins to see what else I can find, as well as to see the rest of the endings (I think I got the "bittersweet" one). Nice job on making such a fleshed-out experience!